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A Hospital-based Intervention for Youth Injured Through Violence

A Hospital-based Intervention for Youth Injured Through Violence

Status
Recruiting
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT07475247
Enrollment
360
Registered
2026-03-16
Start date
2026-04-01
Completion date
2028-10-01
Last updated
2026-07-02

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Violence

Keywords

Virtual Reality, Fire-arm violence among youth

Brief summary

The firearm violence epidemic is a major public health problem, especially for youth. Every day in the US, approximately 100 people fall casualty to firearms through forms of violence, such as homicide, suicide, and unintentional or accidental injuries. Among youth, firearm violence remains the leading cause of death, and each year the rate of firearm-related mortality is increasing. Beyond the significant and devastating cost of human life, firearm violence is an enormous economic burden to the US, which totals an estimated $229 billion annually. In urban communities with high rates of firearm-related violence, firearm-related emergency department visits are extremely draining on the hospital system. At the national level, firearm-related injuries account for $2.8 billion annually in emergency department care each.

Detailed description

In the state of Virginia, the rates of firearm-related fatalities are over seven times higher than the national rates, and the pandemic has made this worse, as we have seen a 52% increase in firearm-related hospitalizations. With the surge in firearm violence seen nationwide, there is a dire need for new, innovative, and effective interventions for preventing firearm-related violence, injury, and mortality among youth. Hospital-based brief violence interventions can result in long-term improvement. There is a plethora of research supporting that brief violence interventions can result in long-term improvements, including interventions for violence. Less is known about the extent to which they are effective for reducing firearm-related violence. Hospital-based brief violence interventions save lives and money. Most of the people who are violently injured are indigent and without health insurance. Inpatient costs for injury at VCU Trauma Center ranging from $33,000 to $300,000 per youth, and a national cost of violence estimated at $21 billion annually. The goal of this project is to evaluate Elevate VR an effective and innovative virtual reality (VR) brief violence intervention to prevent firearm-related violence, injury, and mortality among youth.

Interventions

OTHERElevate Virtual Reality (VR)

Elevate VR is a brief violence intervention program founded on the principles of positive psychology, motivational goal setting (via gameplay), psychoeducation, cognitive-behavioral therapy, and dialectical behavioral therapy. Elevate VR includes five psychoeducational topic modules creating a 40-minute brief violence intervention. This duration is similar to well-established brief hospital-based violence interventions.

OTHERAssessement completion

Questionnaires will be administered to assess Firearm-related violence ( The Gun Violence Questionnaire), Violent crime (Violent Crime Assessment) and Firearm-related attitudes and beliefs (Firearm Aggression Questionnaire)

Sponsors

Virginia Commonwealth University
Lead SponsorOTHER
Eunice Kennedy Shriver National Institute of Child Health and Human Development (NICHD)
CollaboratorNIH

Study design

Allocation
NON_RANDOMIZED
Intervention model
PARALLEL
Primary purpose
PREVENTION
Masking
NONE

Intervention model description

Youth (aged 13-17 years) who received treatment in the hospital for an intentional or unintentional injury, or youth recruited from community partners and other referrals; caregivers of youth participants (18 years and older). 180 youth-caregiver dyads (N=360)

Eligibility

Sex/Gender
ALL
Age
13 Years to 17 Years
Healthy volunteers
No

Inclusion criteria

Youth participant inclusion criteria: * Aged 13-17 years old * English speaking Youth participant

Exclusion criteria

* Youth aged \<13 years and \>17 years old * Non-English speaking * Youth of caregivers younger than 18 years old Adult/caregiver participant inclusion criteria: \- Aged 18 years or older Adult/caregiver participant

Design outcomes

Primary

MeasureTime frameDescription
Firearm-related violence assessmentBaseline, Follow-up at 1 and 3 months post baselineThe Gun Violence Questionnaire is a 4-item screening tool used primarily in healthcare settings to predict the risk of future firearm violence among youth and young adults. Individuals are classified into low-risk (0 points), medium-risk (1-5 points), or high-risk (≥ 6 points)
Violent crime assessmentBaseline, Follow-up at 1 and 3 months post baselineViolent Crime Assessment is a process used by forensic, legal, and clinical professionals to estimate the likelihood, nature, and severity of future violent behavior. A 26-item tool that measures 6 static and 20 dynamic variables to assess both risk and potential for treatment change. Total scores typically range from -32 to +40; higher scores indicate a higher probability of re-offending.
Firearm-related attitudes and beliefs assessmentBaseline, Follow-up at 1 and 3 months post baselineFirearm Aggression Questionnaire contains subscales for reactive violence (e.g., using a gun when provoked) and proactive violence (e.g., using a gun to take things from others). Items are rated on a 3-point scale (0 = never, 1 = sometimes, 2 = often), with higher total scores indicating a greater frequency of firearm violence.
Firearm-related re-injuryBaseline, Follow-up at 1 and 3 months post baselineNumber of injuries with and without hospitalization count. The lower the number is desired.
Risky behaviorsBaseline, Follow-up at 1 and 3 months post baselineYouth Risk and Behavior Survey (YRBS) is a survey monitoring health-risk behaviors among U.S. high school students (grades 9-12). It tracks six main areas: injury/violence, sexual behaviors, substance use, diet, physical activity, and mental health. The Youth Risk Behavior Survey (YRBS) is not "scored" like a typical academic or clinical test where individuals receive a personal score. Instead, it is a surveillance tool used to calculate prevalence estimates (percentages) for specific health-risk behaviors across a population.
Personality traitsBaseline, Follow-up at 1 and 3 months post baselineBehavior Assessment System for Children is a comprehensive, multi-method tool used by professionals (such as school psychologists and clinicians) to evaluate the individual behavioral and emotional status of children and young adults . BASC-3 results are reported as T-scores, which have a mean of 50 and a standard deviation of 10. The higher the score, the higher the risk.
Future aspirationsBaseline, Follow-up at 1 and 3 months post baselineThe Positive Outlook Survey used to measure a student's psychological well-being, resilience, and optimism. Likert scales (e.g., 1 to 5) used to calculate a total "positivity" or "optimism" score. The higher the score, the higher the optimism.

Countries

United States

Contacts

CONTACTNicholas Thomson
nthomson2@vcu.edu804-628-5541
CONTACTTerri Sullivan
tnsulliv@vcu.edu804-828-9304
PRINCIPAL_INVESTIGATORNicholas Thomson

Virginia Commonwealth University

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Jul 3, 2026